Don't Starve

Don't Starve Together

Oxygen Not Included

Sooo we finaly got to try the return of them beta with my friend. We both play with 360 controler and when it came to setting up the boat, we couldn't place in on the sea, as the boat was under our character's feet, so couldn't be placed here. We had to set our input mode to mouse and keyboard in oder to place the boat on the sea using the mouse.
Also, maybe it was lag but my friend couldn't use the paddle on the boat, it worked like 3% of the time, why I was able to use it just fine. I was hosting the server so maybe it's linked to that.

Wasn't sure where to put this, as there wasn't a bug report section for the RoT BETA.
And I kind of felt like putting this with the rest of the bugs in DST's section would bury it a bit quicker.
When playing in a wilderness world, the plank function doesn't work, at all.
Normally it takes you to the portal, but there is no portal in wilderness, so it instead drops you off on the boat you just jumped from, giving you full wetness in the process.
Also, when your boat breaks and you drown, your corpse appears to just be lying there on top the water.
I'd suggest having the plank drop you off at the closest area to your boat that isn't the island, as there's a lack of grass there to get started safely.

So.. let me start by introducing my magnificently amazing Bumble Spear:
It can mine boulders!
It can cut trees!
And also it can dig roots.
Great spear, ennit?!
But wait! I also have a Great Willow. While your regular Willow is a pyromaniac, mine seems to manipulate electricity:
..still insane though.
Well jokes aside, seems randomly Items show the skin of first used skinned weapon/item till you un-equip them entirely, then showing the skin/tool of newly equipped item. Also at times, when I go in and out of caves, my character seems to all-of-a-sudden fancy them underwear and nothing else - aka all body clothes skins visually vanish. In Winona's print-screens above it appears frontal part of her hair also vanishes randomly. In Willow's image the Tesla Coil Lantern is invisible no matter what save for the particles effect. All in all very confusing cause at some point was mushing spiders with an invisible skinned Ham Bat making it appear as I was 2-hit punching those vermins to my delighted yet still pretty confusing amusement.

As shown in the picture below. The room was filled with 2kg hydrogen, however, after a while, the gases pressure are down, and the wheezewort body part is now vacuum? It is still surrounded by about 600g hydrogen, but the surrounding hydrogen won't move to the wheezewort occupied tile. Wheezewort in the base are all operating fine. Am I doing something wrong? Help please.

If you're in range of a flingomatic and willow starts a fire because she's insane, the flingomatic will extinguish the fire but you WON'T be able to build in the spot where the fire started. Can you please fix this or tell me a solution?

If anyone can confirm I'm not alone in the situation with debug screen shot mode?
Link to bug report awhile back.
If you have debug mode on, please use Alt + 2, 3 or 4 (Might be slow) to take a big screenshot, it will be located in your documents in save folder under same name as base name. And please tell me (or post) if you have same jigsawed graphics.

I set up a checkpoint to automatically keep dupes out of this area when it is too hot, but they keep trying to path into this area to get resources, despite not being allowed in.
I can set the door permissions to prevent pathing, but this automated solution doesn't work as intended.

Hi, I have a bit of a problem. Unimportant stone pillars mostly are not appearing in the real game whereas on map I can see them. Also I noticed that there are some missing rocks down there and in ruins aren't many of unimportant pillars as well. I run my game on Steam and I am not using any mods.

Major bug and I don't know how it is triggered:
sometimes when you use left shift+left click on an item to put food on a crockpot or moving the item from your inventory to the backpack (vice versa) the item disappears (all the stacks included).

Hello, the Pig King doesn't accept the belts for the mini game anymore and doesn't say anything (like that it is too dirty and you need to clean up or so). Does the mini game not work anymore or is this a bug?

Shipwrecked boats instantly break on hamlet the land when there is hamlet turf such as beard rug or dense turf along the coast like. The boat breaks when the player drives it into the coast with these turfs on it. The player is then walking on water and the boat is broken as if hammered. soon the player is snapped back to walking on the shore but the boat broken and items in the water.

Hey guys my game crashed exactly when i clicked into the message " skill point earned (4)". And that actually happened twice so yeah seems likely. " crashed again the same way" // aparrently solved on latest update
Fish feeder continuosly reseting its options, i wanted to feed only tropical pacus but on reload or leaving the area for a awhile it resets to let all critters eat.
Dupes getting sick non stop into polluted oxygen areas even without germs and using exosuits. // aparently solved with the latest update.
The Antigravity Burrow.sav

So a friend of mine recently asked me to set DST up for him on his PC.
his PC specs are as follows :
Intel Core i5 9600K
GeForce GTX 1050
8 GB of RAM a 144 hertz monitor and get this, the game was running on capped fps varying between 30-60. and i thought my PC was actually ****.
the game randomly caps FPS at different frames, i have tried everything.
can i have a word from a Game Dev to what the cause might be
also, V-Sync is turned off and tried with all the NVIDIA options you might suggest, including default.
i dont get how a game can be so demanding.
( Net-Book Mode is off / Small Texture is off )

Hi forum,
when you die at night in Don't Starve Together, you have to wait for daytime to revive, so Charlie doesn't kill you as soon as you wake up. I think a light should spawn and stay for the night, but that's another topic. I had a meat effigy ready as a backup if I was killed, and was waiting for the day to come. When I clicked respawn with only a few seconds remaining before the world resets, the camera quickly pans to the meat effigy, and the revive animation begins, but then a loading screen appears that says "Generating world". I quickly closed the game, but it was too late, my world was gone and so many hours of progress lost.
When they put a large timer at the bottom of the screen, I of course expect to have exactly that amount of time to revive my character!
I think this game is way too quick to delete so many hours of progress, normally you can just quit the game and revert the save, so why not just let me do that now? I only use it if I die to a bug, but it should be my choice to make.

So i have a dupe " frankie " that's affected with slimelung since the first time i openned a spot with polluted oxy with slimelung in it and NEVER got better or worse, she stays disease locked and i could not solve the problem, i will try to upgrade some medic even further and see if it solves, here's the save file on the actual state of things,
The Antigravity Burrow.sav

this is a character mod- i got everything else to work but the game crashes on world load. i can pick him as a character (though his textures arent done yet) but thats as far as i can get. once i press start it lags for a bit then crashes. this is my first mod so im not sure how to fix it/if there would be a crash report anywhere?

A special thanks goes out to @M.C. for starting the "Cooking dirt without digging" thread and @biopon for the bug post "Fertilizer doubling mass when it turns into dirt at 125C ". Also, thanks to @R9MX4, @nakomaru, @Oozinator, and @Neotuck for their comments and fun discussion that spurred on this project.
I now present the Water Duplicator 23.7 (way to many different versions - finally got this one). Liquid, Power, Automation, and Shipping in spoiler.
What are you looking at.
This thing will produce just shy of 20kg/s cool water at about 3C (plus or minus a degree). The only reason the cap is 20kg/s is that this is the speed of the conveyor. The rate could easily be made to be 40kg/s, with some modifications that include 8 pumps and 4 aquatuners with crude (or 2 with super coolant).
The exterior pumps on both sides take water near 1C to the top region. Aquatuner cooled oil quickly freezes the water to ice, which then gets stuffed in the conveyor loader.
The rails, coupled with tempshift plates and solid doors on the bottom of the build, rapidly raise the temp of the ice and it melts while on rails. This is the fastest way I know of to melt ice (all other attempted versions were drastically slower, probably by a factor of 25 times slower - thanks @Yothiel for your temperature post).
Almost every time the ice melts, the mass doubles (the key bug). I am currently seeing >90% doubling rate, some cycles at 100%. Sometimes doubling does not occur (not sure why). I have noticed that if the ice melts one tile further left (so right next to the wall), then the entire mass is lost. The conveyor loader should not extend further right or left for this reason. I think that the doubling must occur on the bottom row of liquid, as when I had conveyor receivers on the top row of water, I would not get 100% doubling.
Sometimes the oil cools the ice too much, which leaves a chunk of ice on the rails too long, reducing the 20kg/s rate a tad. Shouldn't be a problem though, as this is more liquid than any map seed will give, period. @babba, if you are still around, I think you'll like the ability to increase your water flow.
The liquid temp sensors on the aquatuners are currently at -14C for the crude oil. If the oil gets too cold, then the ice freezes too cold and takes too long to melt on the rails. If the oil gets too warm, then it takes too long to freeze the water. Both cause a slow down. Somewhere between -15 and -10 is an appropriate temp. More testing needed. Clearly super coolant could reduce the power requirements, but that requires going to space first. This can be done without. With supercoolant in your pipes, you can do this exact same build with crude oil, instead of water, to create crude oil at 20kg/s.
Because the water duplicates at negative temps, the tepidizer is needed. Even with full time running aquatuners, the temp of the entire bottom area will continue to drop. The tepidizer is connected to a 3C sensor, which keeps the water temp hot enough to melt the ice. At 2C, the ice takes too long to melt one run through the bath. Increasing the bath length (making this wider) would allow you to drop the temp to 2C, or even 1C. Increasing the temp would guarantee faster melting, but also increase freeze time (which could be offset by a lower temp on the aquatuner).
The hydrosensors control the liquid pumps that keep this thing running. If the water level is too high in the top region (above 50kg), or there is too much water in the bottom region (above 2000kg per tile), then the pumps shut off. This prevents the game from crashing because you have too much liquid pressure (this thing will get out of hand really fast if you don't pay attention to it. After 100 cycles you could have 100000+kg in a tile, and at some point I know the game crashes). The hydrosensor in the top stops the pumps from adding too much water up top, should your cooling not be enough.
There are two pumps in the bottom to extract the water at 20kg/s, if you can use that much, lol.
Water is no longer a limited resource. If you want 600 dupes in your game, just build a few of these, and use @Lilalaunekuh's berry farm (see this post) for automated harvesting. Let your dupes play on the arcade and dance all day long.
Here's a few other builds I played with along the way (versions 1-23.6, only a few shown).
A baby <10kg/s version is located later in this thread. Here's the basic idea.
Here's @Saturnus's "mini" version (averages about 8kg/s), and avoids over pressure issues. Click here to jump straight to the details for this one.

When you go into my save, you'll instantly see the issue. My calendar is where i actually last set it, but hasn't updated. The calendar also doesn't allow 60 days until it starts the aporkalypse, it starts in 7.
Also, when i go from my house to the calendar, as i teleport there are mobs that hit me as it teleports, it also shows the house empty for a brief second. i don't have a screenshot but you can replicate this bug too just by teleporting to my house, then back to the calendar using the telelocator staff that's already in my inventory.
The bug report has a description of the bug, my name, and the saveslot.
Mods shouldn't be affected by this sort of bug.
Comment if you need any further information or help.
Thank you for making the game better.